Rimworld

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_Rahvin_

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_Rahvin_

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20 comments

  1. lordqarlyn2
    lordqarlyn2
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    Please update this to 1.1. This mod is by far one of my favorites!
  2. HighSand
    HighSand
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    I want ot love this mod but there is one problem.. pirates attacking me with guns and thats ruins a little the whole medieval expirience for me. is there anyway to disable the guns when playing this mod?
    1. coolphoton1234
      coolphoton1234
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      The Third Age is a tech limiter mod that locks tech to the midevil period.
  3. deleted10356445
    deleted10356445
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    i am in LOVE with this mod. however i have one suggestion which would solve the issue of no refrigeration at low tech. perhaps adding a more effective passive cooler made from your mod's ice blocks, or perhaps the resource itsself cooling the room its stored in. ive learned to play around the issue, but micromanaging meat spoilage throughout an entire modded game becomes somewhat tedious.
    1. coolphoton1234
      coolphoton1234
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      err. There is plenty of refrigeration. The ice boxes will drop temperatures to 1c. Any lower than that an its not a refrigerator any more.
  4. macpotty
    macpotty
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    This has jumped up to my favourite mod for Rimworld. I've been wanting to do a Tribal only game for a while and this mod is perfect for it. The only issue I'm having with it is that it adds SO much new content it's daunting to find it all and work out what it does. The new gear alone it feels pretty pointless trying to make it all to work out which is best because there's just so much of it. Would it be possible to tier it in some way so it's quicker and easier to identify the better equipment?
  5. coolphoton1234
    coolphoton1234
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    ls there any chance of the armors and wepons being stuffed? Like being flaged as able to be made out of other metals than steel?
  6. Minnela
    Minnela
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    Hey Rahvin, I tried messing around with your .xml files to get your mod to my liking, but I ended up messing up, so I had to leave it unchanged, so don't worry nothing is broken.

    What I want to ask you is: I think the medieval faction bases include waaaay too many pawns. No matter what strategies I use I have about 50 enemy pawns all swarming me with personal shields, destroying every barricade I have with no way to outsmart them, no matter how many colonists I bring, even if they all have doomsday launcher equipped.


    How do I change the amount of enemy pawns spawning inside faction bases? I tried messing around with the numbers in MedTimes_Factions_Core.xml
    where I thought <kindDef>FactionBase</kindDef> options meant the amount of pawns spawning inside the bases, but changing the numbers from - let's say - 300 to 3000 or even 5 didn't change anything. In the end, when changing them all to 1, it broke the game.

    What do the numbers even mean? I'm not asking you to change your mod, I want to change this to my personal liking, though 40 - 50 pawns is a bit extreme for an enemy base.

    I'm not trying to be a nuisance, but I'll post this in bug reports aswell, hoping that you will see it, seeing as the comment section is a bit small / dead
  7. Tumdil
    Tumdil
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    Nice one

    Just a little question:
    (Is there anywere a standalone, or somthing like this only with the arrow slits extension ?)
  8. Motoms
    Motoms
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    Hey can anyone say how well this mod is working now days with A16 ?
  9. greatfriend
    greatfriend
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    Mod is cool however 1 HUGE problem.

    The normal game starts with sending naked guys with weapons and slowly gears them up.

    This mod sends in units on your starter colony that are FULLY equiped with full medieval gear, so that kinda beats the point of the slow gearing stuff... imo it ruins the game.

    Fix it and it would be awesome untill then, no endorsement from me.

    People always f*#@ it up with the balancing of difficulty it seems.
  10. EvolvedMindscape
    EvolvedMindscape
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    The new version of this mod won't work with alpha 16.